How do I compile a version of my game for mac? I have tried to follow the instructions on the wiki but it wouldn't run when people tried it. If anyone could help I would be grateful.
I will add the .love as an atachment
Compiling for mac from windows or linux
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Compiling for mac from windows or linux
- Attachments
-
- TSD.love
- (50.22 KiB) Downloaded 108 times
Last edited by Jimanzium on Thu Aug 29, 2013 3:55 pm, edited 1 time in total.
Re: Compiling for mac from windows or linux
It should just work as simple as appending .love file to the executable binary, but you must use Mac LÖVE binaries to create a Mac binary of your game.
Re: Compiling for mac from windows or linux
Could you expand on what that means?
Re: Compiling for mac from windows or linux
You might want to re-read my post. I tried following the instructions on the wiki but it didn't work. I think I messed up the info.plist part as I didn't really get it.
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Re: Compiling for mac from windows or linux
If you upload the game.app you made, we could take a look at it. (it is probably too big for an attachment, so you'll have to upload it somewhere else).
Help us help you: attach a .love.
Re: Compiling for mac from windows or linux
I'm having a similar problem (trying to package my game for OSX on a Windows machine). I should probably post a separate thread, but just wanted to clarify a few things before I did.
I didn't see anything about appending .love's to executables in the Mac section of the instructions, that was only mentioned as part of the Windows process. Was this comment just a stab in the dark, or are we missing a crucial step?raidho36 wrote:It should just work as simple as appending .love file to the executable binary, but you must use Mac LÖVE binaries to create a Mac binary of your game.
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Re: Compiling for mac from windows or linux
In OS X you can either append the .love to the executable like with Windows, or put the .love in game.app/Contents/Resources/ and it will be automatically loaded just like if it was fused. Personally I think the latter method is much cleaner.chansu wrote:I didn't see anything about appending .love's to executables in the Mac section of the instructions, that was only mentioned as part of the Windows process. Was this comment just a stab in the dark, or are we missing a crucial step?raidho36 wrote:It should just work as simple as appending .love file to the executable binary, but you must use Mac LÖVE binaries to create a Mac binary of your game.
Is it the same problem described in this thread? viewtopic.php?f=4&t=49743#p126298Jimanzium wrote:How do I compile a version of my game for mac? I have tried to follow the instructions on the wiki but it wouldn't run when people tried it. If anyone could help I would be grateful.
Re: Compiling for mac from windows or linux
Dyld Error Message:
Library not loaded: @executable_path/../Frameworks/mpg123.framework/mpg123
Referenced from: /Users/USER/Downloads/TSD.app/Contents/MacOS/love
Reason: no suitable image found. Did find:
/Users/XXXXX/Downloads/TSD.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
/Users/XXXXX/Downloads/TSD.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
The error message is from the same file but for a different reason.
Library not loaded: @executable_path/../Frameworks/mpg123.framework/mpg123
Referenced from: /Users/USER/Downloads/TSD.app/Contents/MacOS/love
Reason: no suitable image found. Did find:
/Users/XXXXX/Downloads/TSD.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
/Users/XXXXX/Downloads/TSD.app/Contents/MacOS/../Frameworks/mpg123.framework/mpg123: file too short
The error message is from the same file but for a different reason.
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